| gourry187 |
I've been playing around with the idea of an unarmed Magus and (for whatever reason) the name Naruto came to mind. Probably due to the "magical like" special attacks and such so I drifted toward a Kakashi Hatake model.
Background is basically the guy who goes from town to town looking for more "jutsu" (aka spells) which he records in his little book (aka his spellbook) disguised as a romance novel which he reads religiously every morning.
Mechanically it would revolve around using FoB when not using spell combat, being mobile to help the rogue flank and using spells more for self improvement .... oh and summoning my ninja dogs
So far I have ...
Kensai Magus / monk
Human
30 pt build, CRB/APG/UM/UC, no traits, no 3rd party buy GM is open to other Paizo mats
Str 13, Dex 15, Con 12, Int 18*, Wis 14, Cha 13 (human +2 attribute bonus)
(K)= Kensai, (H)= Human, (M)= Monk
Level 1: Kensai lvl 1
Feats: (K) ? Kensai EWP/MP, (K) Weapon Focus (unarmed strike), (H) Skill Focus (Know arcana), (1st) Dodge
Skills: know (arcana), spellcraft, UMD, perception, acrobatics, sense motive, handle animal
spells: shield, shocking grasp, chill touch, true strike, burning hands, obscuring mist, corrosive touch
Level 1: Monk lvl 1
Feats: (M) Improved Unarmed Strike, (M) Stunning Fist, (M) Combat Reflexes
Skills: know (arcana), spellcraft, UMD, perception, acrobatics, sense motive, sleight of hand, stealth, know (local)
Level 3: Kensai lvl 2
Feats: (3rd) Elderitch Heritage – Arcane, (Familiar) Alertness
Skills: know (arcana), spellcraft, UMD, perception, acrobatics, sense motive, know (local)
spells: silent image, vanish
Level 4: Kensai lvl 3
Skills: know (arcana), spellcraft, UMD, perception, acrobatics, sense motive, know (local)
Arcana: pool strike
Spells: warding weapon, magic missile
+1 INT
Level 5: Kensai lvl 4
Feats: (5th) extra arcana – Spell Blending (summon monster II)
Skills: know (arcana), spellcraft, UMD, perception, acrobatics, sense motive, know (local)
spells: bladed dash, fire breath, Summon monster II (as per arcana)
Level 6: Monk lvl 2
Feats: (M) defect arrows
Skills: know (arcana), spellcraft, UMD, perception, acrobatics, sense motive, stealth, climb
Level 7: Monk lvl 3
Feats: (7th) Monastic Legacy
Skills: know (arcana), spellcraft, UMD, perception, acrobatics, sense motive, escape artist x2
Level 8: Kensai lvl 5
Feats: (K) crane style
Skills: know (arcana), spellcraft, UMD, perception, acrobatics, sense motive, know (local)
spells: ?,?
+1 INT
Probably going Kensai for remaining levels. Most likely will start at lvl 5 so a lot of the "hard times" will be well behind me.
Things I'm not sure about ... what to use as the one Kensai exotic or martial weapon proficiency. nothing really says I have to make my one weapon my "favored" weapon.
This is my fist real attempt at a themed Magus (without using the usual guides) and I know its not optimized but any advise on improvements or where to go from here would be appreciated.
| Rynjin |
Ummm, maybe the Wakizashi? Go for a younger Kakashi?
Also, a few things:
1.) Is FoB necessary for your concept/mechanics?
2.) If no, why so many Monk levels?
I ask because that's a hefty caster level hit, and not being able to get off your bread and butter spell combat stuff (5d6+ Shocking Grasps) properly until at least 8 hurts.
I was thinking perhaps go 1 level of MoMS Monk as your first level (Grab Crane Style, shout "LOG'D" every time you deflect an attack), and then TWFing, at least the first one?
I'd also suggest dropping your Int to 16, or even 14. You don't need that high of an Int really, since 16 is your max for casting spells, and your bread and butter (again Shocking Grasp as your Lightning Blade) has no save, and is a 1st level spell to boot.
That'd free up some points to pump your Str a little bit so you can actually do damage.
Also, like, frsrsly, why Cha 13, especially with you human +2 in it?
I see you went EH: Arcane, but why? Kakashi didn't really have familiars, just summons (which you can get from Sumon Monster 1, which I THINK is on the Magus list), and having to use your +2 there and then 18 actual points in Int (17 of your PB) hurts too.
Maybe go for a stat array like (assuming you still want Eldritch Heritage):
Str: 14
Dex: 15
Con: 14
Int: 14
Wis: 14
Cha: 13
Then put your +2 from Human into Int or Str, or even Dex (if you want Improved TWFing). I suggest Str, especially if you don't. Grab a Headband for Int and you're gold.
If you decide NOT to do Eldritch Heritage, you can drop that Cha to 11, then put your Str to 15, so by level 4 you'll have 16 (or 18 if you put your +2 there).
That's just my suggestions though. I suggest at the very least going with the array of stats I suggested though. It makes for an all around more effective character in my opinion, no matter whatever else you do.
| gourry187 |
first a mistype, the +2 human bonus actually went into Int ... I forgot the * next to the note
I didn't want to go MoMS because they give up Flurry of Blows and I hate the thought of having to make a concentration roll to get the extra attack per round. FoB negates the 3/4 monk BAB and since I'm focusing on unarmed, the TWF penalty is almost removed.
If I could fit in Crane style earlier, I'm open to suggestions.
I took monk to level 3 for monastic legacy. Since his primary weapon is unarmed I wanted a way to increase my damage.
Magus don't get Summon spells so I have to use the arcana spell blending.
I'm open to removing the familiar (freeing two feats) but I don't know what to do with them ... lol
dropping the +1 INT at 4th and 8th would allow me to get the STR to 15 at lvl 4 and Dex to 16 at 8th. by then I should have a headband for more Int.
| Rynjin |
By the time you get to a level it matters, Concentration checks are auto-succeeds (especially with the Magi's bonuses).
Actually, now I think of it...with Spellstrike and Arcane Mark, you don't even need TWFing to TWF (for the first Feat at least).
Monastic Legacy isn't worth it for the most part.
By level 8, you'll be up to a whopping...1d8 (+1 average damage, since you're a level 5 equivalent Monk), at the cost of two more caster levels.
It's really only worth it at level 15 (when you'd FINALLY get the 2d6 boost, maybe 12th if you bought a Monk's Robe, which isn't very cost effective when you only really get one of the benefits).
True on the Summoning.
| Kazaan |
I think this is all perfect if you're looking to make an analog to Kakashi... he's reasonably strong, very fast and agile, very smart, very strong-willed and perceptive, and has very confident in his abilities... but he's spread thinner than Calista Flockhart on a railroad track and can't fight for very long before he runs out of steam and needs his teenage students to pull his ass off the BBQ. He's a lightning bruiser balanced out by severely limited staying power.